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Forum > FAQ's, Player Guides and Newbie Help > Ball Hawk for offensive players?
StabbyMcGinge
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I see on the forums some of the top agents talk about ball hawk being overpowered on secondary dots leading to high interceptions at pro play.

I just read the ability description and it says it applies on offense too, so why don't all receivers and TEs and scat backs match the ball hawk numbers to even the playing field?
 
TJ Spikes
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Soooo... Hold on to your butts.

The VA does not kick in until the ball is in the air. If the ball is in the air, it already has a trajectory and landing spot. The ball cannot change speed mid air.

The Speed and Agility boost does nothing for the WR, because they will get to the landing spot regardless.

On offense, the only value BH has is in the Vision boost. If your pass catcher is built for anti-interception battles, the BH is the best VA available.


However, 0.001% of receivers are built like that though, and it's worthless to every other pass catcher.

If the sim doesn't change with a INT nerf of some kind, then the WR/TE meta will have to change. There's nothing more QBs can do to reduce INTs. It will have to be the pass catchers that change.

Throwing to WRs and TEs is almost detrimental across the board to the offense right now.

 
Kenshinzen
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What TJ said. Secondary dots in zone can benefit from this VA teleporting to recivers spot. Receiver will be in the spot with no benefit (except helping in vision contest if dot is build that way). Do you see a lot of WRs with 90 vision to win the roll against secondary dots?
 
StabbyMcGinge
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Awesome, thanks for your detailed responses!
 
StabbyMcGinge
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Do you think the meta could shift to maybe west coast type passing with big strong WRs who just outmuscle the DBs?
 
TJ Spikes
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This is the most confirmed info we have on the passing/receiving process based on Bort quotes

Originally posted by Bort January 22, 2012

Question~~ What exactly goes into the interception routine? What makes a QB decide to throw a pass that could be intercepted (vision? Morale? Tactical Settings?)? What if anything does the receiver do to make an interception more or less likely (route tactics, vision, agility?)? What does a defender do to make an interception more or less likely (positioning at hike, if so where is best where is worst)? Thinking more here about the set up that brings about an interception check more than the interception check itself, assuming that there is such a set up and its not all one big routine done when a pass is called?
Answer~~ It is fairly complicated as there are lots of situations, but the general gist is (if I'm the cb):

(Step 1) I have to see the ball is coming in the first place (vision check)

(Step 2) I have to get into position near enough the the ball to interact with it (speed/agility etc)

(Step 3) I have to check if I am even going to get a chance to interact with the ball (Int check? No? Swat check instead?)

(Step 4) If I'm near the WR, I have to fight with him to see who gets a chance at the ball (my roll vs his roll) - If I win, I get to intercept or swat the ball. (depends on first roll type that succeeded, and if the WR gives me trouble catching it) - If I lose, the receiver gets to try and catch the ball. It's all up to him now, though my being close by makes it harder on him.

(Step 5) If the receiver fails to catch the ball, I get once more chance to try and intercept it if I am close enough. If the receiver catches it, now I've got to tackle him. Here's my chance to knock it loose with a good hit


Originally posted by Bort July 29, 2011

Question~~ In this cb vs WR roll (step 4), does Jumping always come into play for the WR like it does for the cb (step 2/3)? or Is WR jumping only for "special" catches like high throws or diving catches? Has the above information been changed or updated since it was posted? Can you elaborate on the WR vs cb roll at all? At the very least, is it logical given real life pass interference rules, or do players actually fight for the ball?
Answer~~ The interaction is still the same.

*** It's pretty much that whoever has the highest "get the ball" roll gets to act first. ***

This includes your vision, jumping, catching, strength attributes, and catch/swat SA's/VAs/pcts.
Jumping improves the WR catch roll for all catches, but much more so for jumping/diving catches.



Step 1, there is a roll to check if your dot even sees the ball coming. This is why a lot of low level dots fail. They don't even attempt to interact with the ball, and it just bounces off receivers or CBs are oblivious to catch attempts. Getting Vision up to 50+ early goes a long way.

Step 2 is pretty self explanatory. It's why Ballhawk is amazing and is restricted to zone defense dots. WRs always get into position because the know the route and the ball is thrown to them (bad throws are the exception) but the DBs can try to get there first.

Step 3 This is where it really starts to get interesting. This is the roll to Catch or Intercept/Deflect. This is where Speedster WRs hope to make a living. They must be so open that there's no more steps.

Step 4 is the entire key to the universe. "If I'm near the WR, I have to fight with him to see who gets a chance at the ball" and WHOEVER HAS THE HIGHEST "GET THE BALL" ROLL GOES FIRST.

So for WRs, again, if you're a Speedster your goal is to be so wide open that it's all up to you to catch or drop the ball.

For Possession WRs, you have to win this roll, which is really hard to do, and impossible if you don't specifically build for it.

For all Pass Defense dots, this is where you make your money.

Vision and Jumping are the attributes. Add in your SAs and VAs and % gear.

Step 5 is mostly for KLs, and supposedly mythical bonus INTs.


... So yeah, strength is included but it's implied that's it's pretty low in the equation. Definitely doesn't hurt though.


Edited by TJ Spikes on Mar 13, 2025 17:31:33
Edited by TJ Spikes on Mar 13, 2025 17:24:38
 
Vallic
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Possession works pretty well when you build for it. Harder to plan against a player who wins when covered. I’ll share his build - before though, just for fun - what do you think his attributes are?

https://glb.warriorgeneral.com/game/player.pl?player_id=4878389
 
L.A.Dolts
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I'll take a shot. You're catching about 75% of the targets, which is way above average.

You probably have a decent Vision investment. With a lot in Speed, probably EQ there. Catching is probably your highest natural attribute, but behind Speed in total.

You didn't go max height, so I would guess you also don't have a huge Jumping investment. It's probably in the mix just because it's a major, and it would be crazy to completely ignore it. I would guess it's behind Agility.


===

On a related note, I think building this type of dot is almost identical to building an INT CB. That's basically what you're trying to do. You get out to the defender and "cover" them so they don't get easy INTs. The good news is they have to come to you, so you can really de-prioritize Speed. You can basically swap Catching for Speed and follow a CB build guide.


 
Vallic
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Your guess is in line with most builders - but this might surprise you.

Attributes
Physical Attributes
Strength: 6
Speed: 62.29
Agility: 87.43
Jumping: 41.43
Stamina: 32.29
Vision: 83.43
Confidence: 19.29

Football Skills
Blocking: 6
Catching: 136.43 (+39)
Tackling: 8
Throwing: 8
Carrying: 24.29
Kicking: 8
Punting: 8
 


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